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1.1 root 1: /*
2: * Code for one object to chase another
3: *
4: * @(#)chase.c 3.17 (Berkeley) 6/15/81
5: */
6:
7: #include <curses.h>
8: #include "rogue.h"
9:
10: coord ch_ret; /* Where chasing takes you */
11:
12: /*
13: * runners:
14: * Make all the running monsters move.
15: */
16:
17: runners()
18: {
19: register struct linked_list *item;
20: register struct thing *tp;
21:
22: for (item = mlist; item != NULL; item = next(item))
23: {
24: tp = (struct thing *) ldata(item);
25: if (off(*tp, ISHELD) && on(*tp, ISRUN))
26: {
27: if (off(*tp, ISSLOW) || tp->t_turn)
28: do_chase(tp);
29: if (on(*tp, ISHASTE))
30: do_chase(tp);
31: tp->t_turn ^= TRUE;
32: }
33: }
34: }
35:
36: /*
37: * do_chase:
38: * Make one thing chase another.
39: */
40:
41: do_chase(th)
42: register struct thing *th;
43: {
44: register struct room *rer, *ree; /* room of chaser, room of chasee */
45: register int mindist = 32767, i, dist;
46: register bool stoprun = FALSE; /* TRUE means we are there */
47: register char sch;
48: coord this; /* Temporary destination for chaser */
49:
50: rer = roomin(&th->t_pos); /* Find room of chaser */
51: ree = roomin(th->t_dest); /* Find room of chasee */
52: /*
53: * We don't count doors as inside rooms for this routine
54: */
55: if (mvwinch(stdscr, th->t_pos.y, th->t_pos.x) == DOOR)
56: rer = NULL;
57: this = *th->t_dest;
58: /*
59: * If the object of our desire is in a different room,
60: * than we are and we ar not in a corridor, run to the
61: * door nearest to our goal.
62: */
63: if (rer != NULL && rer != ree)
64: for (i = 0; i < rer->r_nexits; i++) /* loop through doors */
65: {
66: dist = DISTANCE(th->t_dest->y, th->t_dest->x,
67: rer->r_exit[i].y, rer->r_exit[i].x);
68: if (dist < mindist) /* minimize distance */
69: {
70: this = rer->r_exit[i];
71: mindist = dist;
72: }
73: }
74: /*
75: * this now contains what we want to run to this time
76: * so we run to it. If we hit it we either want to fight it
77: * or stop running
78: */
79: if (!chase(th, &this))
80: {
81: if (ce(this, hero))
82: {
83: attack(th);
84: return;
85: }
86: else if (th->t_type != 'F')
87: stoprun = TRUE;
88: }
89: else if (th->t_type == 'F')
90: return;
91: mvwaddch(cw, th->t_pos.y, th->t_pos.x, th->t_oldch);
92: sch = mvwinch(cw, ch_ret.y, ch_ret.x);
93: if (rer != NULL && (rer->r_flags & ISDARK) && sch == FLOOR
94: && DISTANCE(ch_ret.y, ch_ret.x, th->t_pos.y, th->t_pos.x) < 3
95: && off(player, ISBLIND))
96: th->t_oldch = ' ';
97: else
98: th->t_oldch = sch;
99:
100: if (cansee(unc(ch_ret)) && !on(*th, ISINVIS))
101: mvwaddch(cw, ch_ret.y, ch_ret.x, th->t_type);
102: mvwaddch(mw, th->t_pos.y, th->t_pos.x, ' ');
103: mvwaddch(mw, ch_ret.y, ch_ret.x, th->t_type);
104: th->t_pos = ch_ret;
105: /*
106: * And stop running if need be
107: */
108: if (stoprun && ce(th->t_pos, *(th->t_dest)))
109: th->t_flags &= ~ISRUN;
110: }
111:
112: /*
113: * runto:
114: * Set a mosnter running after something
115: * or stop it from running (for when it dies)
116: */
117:
118: runto(runner, spot)
119: register coord *runner;
120: coord *spot;
121: {
122: register struct linked_list *item;
123: register struct thing *tp;
124:
125: /*
126: * If we couldn't find him, something is funny
127: */
128: if ((item = find_mons(runner->y, runner->x)) == NULL)
129: msg("CHASER '%s'", unctrl(winat(runner->y, runner->x)));
130: tp = (struct thing *) ldata(item);
131: /*
132: * Start the beastie running
133: */
134: tp->t_dest = spot;
135: tp->t_flags |= ISRUN;
136: tp->t_flags &= ~ISHELD;
137: }
138:
139: /*
140: * chase:
141: * Find the spot for the chaser(er) to move closer to the
142: * chasee(ee). Returns TRUE if we want to keep on chasing later
143: * FALSE if we reach the goal.
144: */
145:
146: chase(tp, ee)
147: struct thing *tp;
148: coord *ee;
149: {
150: register int x, y;
151: register int dist, thisdist;
152: register struct linked_list *item;
153: register struct object *obj;
154: register coord *er = &tp->t_pos;
155: register char ch;
156:
157: /*
158: * If the thing is confused, let it move randomly. Invisible
159: * Stalkers are slightly confused all of the time, and bats are
160: * quite confused all the time
161: */
162: if ((on(*tp, ISHUH) && rnd(10) < 8) || (tp->t_type == 'I' && rnd(100) < 20)
163: || (tp->t_type == 'B' && rnd(100) < 50))
164: {
165: /*
166: * get a valid random move
167: */
168: ch_ret = *rndmove(tp);
169: dist = DISTANCE(ch_ret.y, ch_ret.x, ee->y, ee->x);
170: /*
171: * Small chance that it will become un-confused
172: */
173: if (rnd(1000) < 50)
174: tp->t_flags &= ~ISHUH;
175: }
176: /*
177: * Otherwise, find the empty spot next to the chaser that is
178: * closest to the chasee.
179: */
180: else
181: {
182: register int ey, ex;
183: /*
184: * This will eventually hold where we move to get closer
185: * If we can't find an empty spot, we stay where we are.
186: */
187: dist = DISTANCE(er->y, er->x, ee->y, ee->x);
188: ch_ret = *er;
189:
190: ey = er->y + 1;
191: ex = er->x + 1;
192: for (x = er->x - 1; x <= ex; x++)
193: for (y = er->y - 1; y <= ey; y++)
194: {
195: coord tryp;
196:
197: tryp.x = x;
198: tryp.y = y;
199: if (!diag_ok(er, &tryp))
200: continue;
201: ch = winat(y, x);
202: if (step_ok(ch))
203: {
204: /*
205: * If it is a scroll, it might be a scare monster scroll
206: * so we need to look it up to see what type it is.
207: */
208: if (ch == SCROLL)
209: {
210: for (item = lvl_obj; item != NULL; item = next(item))
211: {
212: obj = (struct object *) ldata(item);
213: if (y == obj->o_pos.y && x == obj->o_pos.x)
214: break;
215: }
216: if (item != NULL && obj->o_which == S_SCARE)
217: continue;
218: }
219: /*
220: * If we didn't find any scrolls at this place or it
221: * wasn't a scare scroll, then this place counts
222: */
223: thisdist = DISTANCE(y, x, ee->y, ee->x);
224: if (thisdist < dist)
225: {
226: ch_ret = tryp;
227: dist = thisdist;
228: }
229: }
230: }
231: }
232: return (dist != 0);
233: }
234:
235: /*
236: * roomin:
237: * Find what room some coordinates are in. NULL means they aren't
238: * in any room.
239: */
240:
241: struct room *
242: roomin(cp)
243: register coord *cp;
244: {
245: register struct room *rp;
246:
247: for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
248: if (inroom(rp, cp))
249: return rp;
250: return NULL;
251: }
252:
253: /*
254: * find_mons:
255: * Find the monster from his corrdinates
256: */
257:
258: struct linked_list *
259: find_mons(y, x)
260: register int y;
261: int x;
262: {
263: register struct linked_list *item;
264: register struct thing *th;
265:
266: for (item = mlist; item != NULL; item = next(item))
267: {
268: th = (struct thing *) ldata(item);
269: if (th->t_pos.y == y && th->t_pos.x == x)
270: return item;
271: }
272: return NULL;
273: }
274:
275: /*
276: * diag_ok:
277: * Check to see if the move is legal if it is diagonal
278: */
279:
280: diag_ok(sp, ep)
281: register coord *sp, *ep;
282: {
283: if (ep->x == sp->x || ep->y == sp->y)
284: return TRUE;
285: return (step_ok(mvinch(ep->y, sp->x)) && step_ok(mvinch(sp->y, ep->x)));
286: }
287:
288: /*
289: * cansee:
290: * returns true if the hero can see a certain coordinate.
291: */
292:
293: cansee(y, x)
294: register int y, x;
295: {
296: register struct room *rer;
297: coord tp;
298:
299: if (on(player, ISBLIND))
300: return FALSE;
301: tp.y = y;
302: tp.x = x;
303: rer = roomin(&tp);
304: /*
305: * We can only see if the hero in the same room as
306: * the coordinate and the room is lit or if it is close.
307: */
308: return (rer != NULL && rer == roomin(&hero) && !(rer->r_flags&ISDARK)) ||
309: DISTANCE(y, x, hero.y, hero.x) < 3;
310: }
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